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Casting Problem =(


agentbogz

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Need Help Boss.

// The rate of time it takes to cast a spell (Note 2, 0 = No casting time)

casting_rate: 100

// Delay time after casting (Note 2)

delay_rate: 100

// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)

// Note: On Official servers, neither Dex nor Agi affect delay time

delay_dependon_dex: no

delay_dependon_agi: yes

// Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)

// Note: Setting this to anything above 0 can stop speedhacks.

min_skill_delay_limit: 100

// This delay is the min 'can't walk delay' of all skills.

// NOTE: Do not set this too low, if a character starts moving too soon after

// doing a skill, the client will not update this, and the player/mob will

// appear to "teleport" afterwards.

default_walk_delay: 300

//Completely disable skill delay of the following types (Note 3)

//NOTE: By default mobs don't have the skill delay as specified in the skill

// database, but follow their own 'reuse' skill delay which is specified on

// the mob skill db. When set, the delay for all skills become

// min_skill_delay_limit.

no_skill_delay: 2

// At what dex does the cast time become zero (instacast)?

castrate_dex_scale: 100

-------- even i change the casting rate = 0

still casting.. and even i change my dex to 2000 or higher... it is casting...

Help me guys.. :o

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its casting because of the renewal mechanics

just search in

srcmapconfigrenewal.h

#define RECASTING 1

and change the 1 to 0

then compile and try again :3

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Mine same like mentioned by @agentbogz but seems like delay are too much ..

im using 3ceam version r667m

//	  ______  __	__								
//	 /  _  / __/ 							  
//   __  L   ,_  ___	  __	___	  __	
// /'__`   __   /   _ `  /'__`/' _ `  /'__`  
///  __/  /   _    /  __// / / L._
// ____ _ _ __ _ _ ____ _ _ __/._
// /____/ /_//_//__/ /_//_//____//_//_//__//_/
//  _   _   _   _   _   _   _	 _   _   _   _   _   _
// /  /  /  /  /  /  /    /  /  /  /  /  / 
//( e | n | g | l | i | s | h ) ( A | t | h | e | n | a )
// _/ _/ _/ _/ _/ _/ _/   _/ _/ _/ _/ _/ _/
//
//--------------------------------------------------------------
// eAthena Battle Configuration File
// Originally Translated by Peter Kieser <[email protected]>
// Made in to plainer English by Ancyker
//--------------------------------------------------------------
// Note 1: Value is a config switch (on/off, yes/no or 1/0)
// Note 2: Value is in percents (100 means 100%)
// Note 3: Value is a bit field. If no description is given,
//		 assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary)
//--------------------------------------------------------------
// The rate of time it takes to cast a spell (Note 2, 0 = No casting time)
casting_rate: 100
// Delay time after casting (Note 2)
delay_rate: 100
// Does the delay time depend on the caster's DEX and/or AGI? (Note 1)
// Note: On Official servers, neither Dex nor Agi affect delay time
delay_dependon_dex: no
delay_dependon_agi: yes
// Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1)
// Note: Setting this to anything above 0 can stop speedhacks.
min_skill_delay_limit: 100
// This delay is the min 'can't walk delay' of all skills.
// NOTE: Do not set this too low, if a character starts moving too soon after
// doing a skill, the client will not update this, and the player/mob will
// appear to "teleport" afterwards.
default_walk_delay: 300
//Completely disable skill delay of the following types (Note 3)
//NOTE: By default mobs don't have the skill delay as specified in the skill
//  database, but follow their own 'reuse' skill delay which is specified on
//  the mob skill db. When set, the delay for all skills become
//  min_skill_delay_limit.
no_skill_delay: 1
// At what dex does the cast time become zero (instacast)?
castrate_dex_scale: 150
// Will normal attacks be able to ignore the delay after skills? (Note 1)
skill_delay_attack_enable: no
// Range added to skills after their cast time finishes.
// Decides how far away the target can walk away after the skill began casting before the skill fails.
// 0 disables this range checking (default)
skill_add_range: 0
// If the target moves out of range while casting, do we take the items and SP for the skill anyway? (Note 1)
skill_out_range_consume: no
// Does the distance between caster and target define if the skill is a ranged skill? (Note 3)
// If set, when the distance between caster and target is greater than 3 the skill is considered long-range, otherwise it's a melee range.
// If not set, then the range is determined by the skill's range (if it is above 5, the skill is ranged).
// Default 14 (mobs + pets + homun)
skillrange_by_distance: 14
// Should the equipped weapon's range override the skill's range defined in the skill_db for most weapon-based skills? (Note 3)
// NOTE: Skills affected by this option are those whose range in the skill_db are negative. Note that unless monster_ai&0x400 is
// set, the range of all skills is 9 for monsters.
skillrange_from_weapon: 30
// Should a check on the caster's status be performed in all skill attacks?
// When set to yes, meteors, storm gust and any other ground skills will have
// no effect while the caster is unable to fight (eg: stunned).
skill_caster_check: yes
// Should ground placed skills be removed as soon as the caster dies? (Note 3)
clear_skills_on_death: 0
// Should ground placed skills be removed when the caster changes maps? (Note 3)
clear_skills_on_warp: 15
//Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies"
//The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies)
//See db/skill_unit_db.txt for more info.
defunit_not_enemy: no
// Do skills do at least 'hits' damage when they don't miss/are blocked?
//(for example, will firebolts always do "number of bolts" damage versus plants?)
//Values (add as appropiate): 1 for weapon-based attacks, 2 for magic attacks, 4 for misc attacks.
skill_min_damage: 6
// The delay rate of monk's combo (Note 2)
combo_delay_rate: 100
// Use alternate auto Counter Attack Skill Type? (Note 3)
// For those characters on which it is set, 100% Critical,
// Otherwise it disregard DEF and HIT+20, CRI*2
auto_counter_type: 15
// Can ground skills be placed on top of each other? (Note 3)
// By default, skills with UF_NOREITERATION set cannot be stacked on top of
// other skills, this setting will override that. (skill_unit_db)
skill_reiteration: 0
// Can ground skills NOT be placed underneath/near players/monsters? (Note 3)
// If set, only skills with UF_NOFOOTSET set will be affected (skill_unit_db)
skill_nofootset: 1
// Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3)
// Default on official servers: yes for player-traps
gvg_traps_target_all: 1
// Some traps settings (add as necessary):
// 1: Traps are invisible to those who come into view of it. When unset, all traps are visible at all times.
//	(Invisible traps can be revealed through Hunter's Detecting skill)
traps_setting: 0
// Restrictions applied to the Alchemist's Summon Flora skill (add as necessary)
// 1: Enable players to damage the floras outside of versus grounds.
// 2: Disable having different types out at the same time
//	(eg: forbid summoning anything except hydras when there's already
//	 one hydra out)
summon_flora_setting: 3
// Whether placed down skills will check walls (Note 1)
// (Makes it so that Storm Gust/Lord of Vermillion/etc when casted next to a wall, won't hit on the other side)
skill_wall_check: yes
// When cloaking, Whether the wall is checked or not. (Note 1)
// Note: When the skill does not checks for walls, you will always be considered
//  as if you had a wall-next to you (you always get the wall-based speed).
//  Add the settings as required, being hit always uncloaks you.
// Note: Options 2 and 4 affects to Cloacking Exceed too.
// 0 = doesn't check for walls
// 1 = Check for walls
// 2 = Cloaking is not cancelled when attacking.
// 4 = Cloaking is not cancelled when using skills
player_cloak_check_type: 1
monster_cloak_check_type: 4
// Can't place unlimited land skills at the same time (Note 3)
land_skill_limit: 1
//Determines which kind of skill-failed messages should be sent:
// 1 - Disable all skill-failed messages.
// 2 - Disable skill-failed messages due to can-act delays.
// 4 - Disable failed message from Snatcher
// 8 - Disable failed message from Envenom
display_skill_fail: 0
// Can a player in chat room (in-game), be warped by a warp portal? (Note 1)
chat_warpportal: no
// What should the wizard's "Sense" skill display on the defense fields?
// 0: Do not show defense
// 1: Base defense
// 2: Vit/Int defense
// 3: Both (the addition of both) [default]
sense_type: 3
// Which finger offensive style will be used?
// 0 = Aegis style (single multi-hit attack)
// 1 = Athena style (multiple consecutive attacks)
finger_offensive_type: 0
// Grandcross Settings (Dont mess with these)
// If set to no, hit interval is increased based on the amount of mobs standing on the same cell
// (means that when there's stacked mobs in the same cell, they won't receive all hits)
gx_allhit: no
// Grandcross display type (Default 1)
// 0: Yellow character
// 1: White character
gx_disptype: 1
// Max Level Difference for Devotion
devotion_level_difference: 10
// If no than you can use the ensemble skills alone. (Note 1)
player_skill_partner_check: yes
// Remove trap type
// 0 = Aegis system : Returns 1 'Trap' item
// 1 = Athena system : Returns all items used to deploy the trap
skill_removetrap_type: 0
// Does using bow to do a backstab give a 50% damage penalty? (Note 1)
backstab_bow_penalty: yes
// How many times you could try to steal from a mob.
// Note: It helps to avoid stealing exploit on monsters with few rare items
// Use 0 to disable (max allowed value is 255)
skill_steal_max_tries: 0
// Can Rogues plagiarize advanced job skills		  
// 0 = no restriction
// 1 = only stalker may plagiarize advanced skills	  
// 2 = advanced skills cannot be plagiarized by anyone
// Official servers setting: 2
copyskill_restrict: 2
// Does Berserk/Frenzy cancel other self-buffs when used?
berserk_cancels_buffs: no
// Level and Strength of "MVP heal". When someone casts a heal of this level or
// above, the heal formula is bypassed and this value is used instead.
max_heal: 30000
max_heal_lv: 11
// Emergency Recall Guild Skill setting (add as appropiate).
// Note that for the skill to be usable at all,
// you need at least one of 1/2 and 4/8
// 1: Skill is usable outside of woe.
// 2: Skill is usable during woe.
// 4: Skill is usable outside of GvG grounds
// 8: Skill is usable on GvG grounds
//16: Disable skill from "nowarpto" maps
//	(it will work on GVG castles even if they are set to nowarpto, though)
emergency_call: 11
// Guild Aura Skills setting (add as appropiate).
// (This affects GD_LEADERSHIP, GD_GLORYWOUNDS, GD_SOULCOLD and GD_HAWKEYES)
// Note that for the skill to be usable at all,
// you need at least one of 1/2 and 4/8
// 1: Skill works outside of woe.
// 2: Skill works during woe.
// 4: Skill works outside of GvG grounds
// 8: Skill works on GvG grounds
//16: Disable skill from affecting Guild Master
guild_aura: 31
// Max Possible Level of Monster skills
// Note: If your MVPs are too tough, reduce it to 10.
mob_max_skilllvl: 100
// Allows players to skip menu when casting Teleport level 1
// Menu contains two options. "Random" and "Cancel"
skip_teleport_lv1_menu: no
// Allow use of SG skills without proper day (Sun/Moon/Star) ?
allow_skill_without_day: no
// Allow use of ES-type magic on players?
allow_es_magic_player: no
// Miracle of the Sun, Moon and Stars skill ratio (100% = 10000)
sg_miracle_skill_ratio: 2
// Miracle of the Sun, Moon and Stars skill duration in milliseconds
sg_miracle_skill_duration: 3600000
// Angel of the Sun, Moon and Stars skill ratio (100% = 10000)
sg_angel_skill_ratio: 10
// Skills that bHealPower has effect on
// 1: Heal, 2: Sanctuary, 4: Potion Pitcher, 8: Slim Pitcher, 16: Apple of Idun, 32: Highness Heal.
skill_add_heal_rate: 7
// Whether the damage of EarthQuake with a single target on screen is able to be reflected.
// Note: On offcial server, EQ is reflectable when there is only one target on the screen,
//  which might be an exploit to hunt the MVPs.
eq_single_target_reflectable: yes
// On official server, you will receive damage from Reflection and some Tarot Card even in invincible status.
// When this setting is enabled, it allows you to immune to all kinds of damage, including those stated previous.
// (The number will show but no actual damage will be done)
invincible.nodamage: no
// When using camouflage, Whether the wall is checked or not. (Note 1)
// Note: When the skill does not checks for walls, you will always be considered
//  as if you had a wall-next to you (you always get the wall-based speed).
//  Add the settings as required, being hit always uncloaks you.
//
// 0 = doesn't check for walls
// 1 = Check for walls
// 2 = Camouflage is not cancelled when attacking.
// 4 = Camouflage is not cancelled when using skills
player_camouflage_check_type: 1
// Enable/disable EDP Renewal effect reductions.
// 0: disable
// 1: enable only in non 3rd job skills.
// 2: enable only in 3rd job skills.
// If you set it as 3 it will affect to all skills.
renewal_edp: 0
// Set this to the max base level that you would like skills to add extra bonus damage from. // [Pinky]
// NOTE: Default level is 150, if you set this to a higher level then you will experience higher/overload damage from many 3rd class skills.
// NOTE2: If you set this to a lower level then 100 all skills will suffer penalties higer than 100%, causing damages below the minimun damage.
max_highlvl_nerf: 150
// Set this to the max job level that you would like 3rd class skills to add extra bonus damage from. // [Pinky]
// NOTE: Default 3rd class job_level is 50 (official servers), if you set this to a higher level depending on your server's 3rd classes max job level, then you might experience higher/overload damage/effects from 3rd class skills.
// This setting only effects 3rd class skills that uses job level as a bonus multiplicator.
// 0 = disabled
max_joblvl_nerf: 50
// Set this to the max job level that you would like produce/creation skills to add extra bonus effects/chances from. // [Pinky]
// NOTE: This effects skills that uses job level as a multiplicator to increase the success chance of creating items.
// This setting only effects creation skills such as Weapon Refine, Enchanted Stones, Alchemist Twilight etc...
// 0 = disabled
max_joblvl_nerf_misc: 0
// Set this to the max HP cap that you would like Sura skills to add extra bonus damage from. // [Pinky]
// Current Sura skills using Max HP as damage multifactor: TIGER CANNON, GATE OF HELL
// Examples:
// 0 =  disabled, it will use the original player's max hp rate.
// 50000 = if the player's max hp rate is above 50000, this will force the skills to use 50000 HP instead of the original player's max hp rate.
// NOTE: Use this wisely, it's suggested to set it to 50000 since that's the average MAX HP a Sura class can get with stats/hp items/cards in official server.
//	   Anything higher than 50000 will let you experience higher/overload damage from the above mentioned Sura skills
skillsbonus_maxhp_SR: 0
// Set this to the max HP cap that you would like Rune Knight skills to add extra bonus damage from. // [Pinky]
// Current Rune Knight skills using Max HP as damage multifactor: DRAGON BREATH
// Examples:
// 0 =  disabled, it will use the original player's max hp rate.
// 75000 = if the player's max hp rate is above 75000, this will force the skills to use 75000 HP instead of the original player's max hp rate.
// NOTE: Use this wisely, it's suggested to set it to 75000 since that's the average MAX HP a Sura class can get with stats/hp items/cards in official server.
//	   Anything higher than 75000 will let you experience higher/overload damage from the above mentioned Sura skills
skillsbonus_maxhp_RK: 0
// Metallic sound SP burn rate. Default: 100.
metallicsound_spburn_rate: 100
// How much DEX is needed to instant cast 1st and 2nd job skills
// when the player is a 3rd job? This also includes Expanded Super Novice, Kagerou, and Oboro.
castrate_dex_scale_3rd: 150
// Enable renewal casting/cycling system for 3rd jobs skills and other skills released in renewal?
// This will make all 3rd job skills and other skills added since renewal use the renewal casting system.
// This means skill cast times will use a Variable/Fixed setup, variable cast times will be affected by INT/DEX.
// Disabling the system will make all these skills use the prenewal cast system where only DEX affects cast times
// and fixed times dont exist. Renewal skills thats 100% fixed will only be reduceable and fixed cast reduction methods.
// (Default: Yes)
renewal_cast_3rd_skills: no

Edited by iSkiddo
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is it becourse of fix cast time which dex doesn't affect the cast time.

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